Jump implemented
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063f57133f
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a42dfe96f1
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@ -15,7 +15,7 @@ Game::PlayerData::PlayerData()
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//sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
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//create rigid body
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Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
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Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter(1.5f, 0.5f, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
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rigidBody->SetAngularFactor(0.0f);
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//create player with this rigid body
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this->player = new Player(rigidBody, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
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@ -52,6 +52,7 @@ void Player::InitPlayer()
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key_strafeRight = 0;
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key_strafeLeft = 0;
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this->previousPosition = Oyster::Math::Float3(0,0,0);
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this->moveDir = Oyster::Math::Float3(0,0,0);
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this->moveSpeed = 100;
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this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
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@ -72,12 +73,34 @@ void Player::BeginFrame()
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//weapon->Update(0.002f);
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Object::BeginFrame();
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if(this->moveDir != Oyster::Math::Float3::null)
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//Oyster::Math::Float3 previousFall = this->previousMoveSpeed*-this->rigidBody->GetState().centerPos.GetNormalized();
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//Oyster::Math::Float3 currentFall = this->rigidBody->GetLinearVelocity()*-this->rigidBody->GetState().centerPos.GetNormalized();
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if(this->moveDir != Oyster::Math::Float3::null && this->playerState != PLAYER_STATE_JUMPING)
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{
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Oyster::Math::Float3 velocity = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float3 lostVelocity = (this->previousMoveSpeed - velocity).GetMagnitude()*this->moveDir;
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this->rigidBody->SetLinearVelocity(velocity + lostVelocity - this->moveDir*this->moveSpeed );
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}
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else
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{
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if(this->rigidBody->GetLamda() == 1.0f)
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{
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this->playerState = PLAYER_STATE_WALKING;
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}
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if(this->moveDir != Oyster::Math::Float3::null)
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{
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Oyster::Math::Float3 velocity = this->rigidBody->GetLinearVelocity();
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this->rigidBody->SetLinearVelocity(velocity - this->moveDir*this->moveSpeed );
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}
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}
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if(this->rigidBody->GetLamda() == 1.0f)
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{
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this->playerState = PLAYER_STATE_WALKING;
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}
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this->moveDir = Oyster::Math::Float3::null;
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@ -110,9 +133,11 @@ void Player::BeginFrame()
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{
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this->moveDir.Normalize();
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this->rigidBody->SetLinearVelocity(this->moveDir*this->moveSpeed + this->rigidBody->GetLinearVelocity());
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this->previousMoveSpeed = this->rigidBody->GetLinearVelocity();
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}
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this->previousMoveSpeed = this->rigidBody->GetLinearVelocity();
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this->previousPosition = this->rigidBody->GetState().centerPos;
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this->weapon->Update(0.01f);
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}
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@ -190,15 +215,18 @@ void Player::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::
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// this is the camera right vector
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this->lookDir = lookDir;
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Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1];
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this->rigidBody->SetUpAndRight(up, right);
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//Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1];
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//this->rigidBody->SetUpAndRight(up, right);
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}
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void Player::Jump()
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{
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if(this->rigidBody->GetLamda() < 1.0f)
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{
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Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized();
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this->rigidBody->ApplyImpulse(up *1500);
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this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING;
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this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
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}
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}
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bool Player::IsWalking()
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@ -91,6 +91,7 @@ namespace GameLogic
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float key_jump;
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Oyster::Math::Float3 previousPosition;
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Oyster::Math::Float3 moveDir;
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Oyster::Math::Float moveSpeed;
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Oyster::Math::Float3 previousMoveSpeed;
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@ -210,7 +210,7 @@ ICustomBody* API_Impl::AddCharacter(::Oyster::Math::Float height, ::Oyster::Math
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this->customBodies.push_back(body);
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state.centerPos = position;
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state.reach = Float3(radius, height*0.5f, radius);
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state.reach = Float3(radius, height, radius);
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state.dynamicFrictionCoeff = 0.5f;
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state.staticFrictionCoeff = 0.5f;
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state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w);
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@ -230,7 +230,9 @@ void API_Impl::UpdateWorld()
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{
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for(unsigned int i = 0; i < this->customBodies.size(); i++ )
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{
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SimpleRigidBody* simpleBody = dynamic_cast<SimpleRigidBody*>(this->customBodies[i]);
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this->customBodies[i]->SetGravity(-(this->customBodies[i]->GetState().centerPos - this->gravityPoint).GetNormalized()*this->gravity);
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simpleBody->PreStep(this->dynamicsWorld);
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}
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this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep);
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@ -345,3 +345,60 @@ void SimpleRigidBody::SetCustomTag( void *ref )
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{
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this->customTag = ref;
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}
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void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
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{
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btTransform xform;
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this->rigidBody->getMotionState()->getWorldTransform (xform);
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btVector3 down = -xform.getBasis()[1];
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btVector3 forward = xform.getBasis()[2];
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down.normalize ();
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forward.normalize();
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this->raySource[0] = xform.getOrigin();
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this->raySource[1] = xform.getOrigin();
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this->rayTarget[0] = this->raySource[0] + down * this->state.reach.y * btScalar(1.1);
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this->rayTarget[1] = this->raySource[1] + forward * this->state.reach.y * btScalar(1.1);
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class ClosestNotMe : public btCollisionWorld::ClosestRayResultCallback
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{
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public:
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ClosestNotMe (btRigidBody* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
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{
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m_me = me;
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}
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virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
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{
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if (rayResult.m_collisionObject == m_me)
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return 1.0;
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return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
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}
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protected:
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btRigidBody* m_me;
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};
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ClosestNotMe rayCallback(this->rigidBody);
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int i = 0;
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for (i = 0; i < 2; i++)
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{
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rayCallback.m_closestHitFraction = 1.0;
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if((this->raySource[i] - this->rayTarget[i]).length() != 0)
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collisionWorld->rayTest (this->raySource[i], this->rayTarget[i], rayCallback);
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if (rayCallback.hasHit())
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{
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this->rayLambda[i] = rayCallback.m_closestHitFraction;
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} else {
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this->rayLambda[i] = 1.0;
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}
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}
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}
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float SimpleRigidBody::GetLamda() const
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{
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return this->rayLambda[0];
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}
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@ -58,11 +58,17 @@ namespace Oyster
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void SetCustomTag( void *ref );
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void* GetCustomTag() const;
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// Class specific
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void SetCollisionShape(btCollisionShape* shape);
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void SetMotionState(btDefaultMotionState* motionState);
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void SetRigidBody(btRigidBody* rigidBody);
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void PreStep(const btCollisionWorld* collisionWorld);
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float GetLamda() const;
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private:
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btCollisionShape* collisionShape;
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@ -76,7 +82,11 @@ namespace Oyster
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void *customTag;
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::Oyster::Math::Float3 gravity;
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Math::Float3 gravity;
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btVector3 raySource[2];
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btVector3 rayTarget[2];
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btScalar rayLambda[2];
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};
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}
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}
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@ -179,6 +179,8 @@ namespace Oyster
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* @param ref: Anything castable to a void pointer, the engine won't care.
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********************************************************/
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virtual void SetCustomTag( void *ref ) = 0;
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virtual float GetLamda() const = 0;
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};
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}
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}
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@ -10,9 +10,10 @@ namespace Oyster
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{
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namespace Struct
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{
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inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float dynamicFrictionCoeff, const ::Oyster::Math::Float3 ¢erPos, const ::Oyster::Math::Quaternion& quaternion)
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inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float3 reach, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float dynamicFrictionCoeff, const ::Oyster::Math::Float3 ¢erPos, const ::Oyster::Math::Quaternion& quaternion)
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{
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this->mass = mass;
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this->reach = reach;
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this->restitutionCoeff = restitutionCoeff;
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this->staticFrictionCoeff = staticFrictionCoeff;
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this->dynamicFrictionCoeff = dynamicFrictionCoeff;
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@ -24,6 +25,7 @@ namespace Oyster
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{
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this->mass = state.mass;
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this->restitutionCoeff = state.restitutionCoeff;
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this->reach = state.reach;
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this->staticFrictionCoeff = state.staticFrictionCoeff;
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this->dynamicFrictionCoeff = state.dynamicFrictionCoeff;
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this->centerPos = state.centerPos;
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@ -16,6 +16,7 @@ namespace Oyster
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public:
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// Default constructor
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CustomBodyState( ::Oyster::Math::Float mass = 1.0f,
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::Oyster::Math::Float3 reach = ::Oyster::Math::Float3(0,0,0),
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::Oyster::Math::Float restitutionCoeff = 0.5f,
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::Oyster::Math::Float staticFrictionCoeff = 1.0f,
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::Oyster::Math::Float dynamicFrictionCoeff = 1.0f,
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